STAR WARS Jedi: Survivor™

STAR WARS Jedi: Survivor™

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dresoccer4 Apr 29, 2023 @ 8:01am
Dodging is frusterating
Anyone else frustrated by the dodge implementation? Cal doesn't seem to want to move if he's in the middle of a move, and some of the moves take a couple seconds. So this leads me to pressing dodge multiple times but he only responds on the 2nd or 3rd attempt, after which I've already been hit multiple times.

I feel like if I press doge then that should probably take priority and he should get off his a** and move lol. Anyone else getting frustrated by this as well?
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Showing 1-15 of 18 comments
m0rttus Apr 29, 2023 @ 8:56am 
Ye I feel you, I tried on GM diff to fight Spawn of Oggdo Boggdo where he only spamed unblockable attacks, one after another so it was 1 dodge and then death cuz Cal wouldn't dodge again for several seconds.
Last edited by m0rttus; Apr 29, 2023 @ 8:57am
Etny2k Apr 29, 2023 @ 9:04am 
I use wemod and have infinite health on but I do notice the dodge is clunky. Still the best game I played this year.
Red Eagle Apr 29, 2023 @ 9:28am 
Originally posted by Etny2k:
I use wemod and have infinite health on but I do notice the dodge is clunky. Still the best game I played this year.
Infinite health wow seems like a huge skill issue
Yes, it forces you more to counter attack rather than be more spontaneous.

IMO it is bad design it just tries to make the game more challenging with a less intuitive design. I feel so disconnected when trying to dodge (but cant) that I begin to press other buttons in trying to do something else it messes up my flow in combat.

Also the dodge is keybound to tab which is terrible since 1. trying to move and use tab puts extra strain on the wrist when I could use other keys 2. Dodge is not even enough to dodge Red attacks sometimes. So I put all that effort and strain and its not enough and I have to double dodge... double the pain.

I feel that if I am fast enough to counter attack, block, and react to red attacks, then that means I am good enough intuitively to press the right button, but they designed in such a way that you have to react more to their moves rather than attack + react. So it is react and attack, since if you attack and react, you can no react most of the time for bosses at least.

It has its own flow, and I prefer if I had more control and there should be an option for that in 'easy' mode. I dont need it to be slowed down, just let me have control.

But this combat is still good, just it is its own thing, but there is better hack and slash. I prefer Assassin creed Odyssey combat style more, with that level of customization as well.

I hope the next ubi soft game that is also star wars tries to do that.

Last edited by ⓖⓡⓔⓔⓝ ⓑⓡⓐⓘⓝ; Apr 29, 2023 @ 9:42am
Einstine Apr 29, 2023 @ 9:41am 
Originally posted by Etny2k:
I use wemod and have infinite health on but I do notice the dodge is clunky. Still the best game I played this year.

How can you even judge it as 'the best game' when using infinite health?
Incarnate Apr 29, 2023 @ 9:42am 
You mean input delay? That is the full Dark Souls experience, isn't it?

Not even being sarcastic. I think Elden Ring has that too, and everyone loves that game.
Last edited by Incarnate; Apr 29, 2023 @ 9:44am
Littell Apr 29, 2023 @ 9:50am 
GIT GUD
HopefulToad May 3, 2023 @ 8:01pm 
Yeah, dodging is jank. Especially in comparison to the first game, because Cal no longer rolls when pressing B twice, making it feel much worse.
Landon May 5, 2023 @ 11:45am 
Originally posted by Incarnate:
You mean input delay? That is the full Dark Souls experience, isn't it?

Not even being sarcastic. I think Elden Ring has that too, and everyone loves that game.
Nope not even remotly accurate. DS has responsive dodge. You press that button and it dodges provided you have the stamina for it. What JS has done is just ignore the input all together if you in the middle of any type of attack and you have to keep pressing it until the attack ends for the game to register the imput
Jaydee Old Boy Sep 9, 2023 @ 11:56am 
5 months later and dodge is still as janky as hell, and making me lose fights.
Last edited by Jaydee Old Boy; Jun 23, 2024 @ 4:54am
LokiSage Jun 22, 2024 @ 6:33pm 
I'm glad to see I'm not the only one. The delay in the dodge removes the element of skill and makes the game far more passive by forcing me to be reactionary, as mentioned above. I feel like I'm having to coach Cal through a battle rather than him simply doing what I say, which absolutely kills the immersion and experience. The game mechanics and design are absolutely terrible here, and it makes playing on Grand Master an absolute slog of an experience when it comes to combat and boss battles.
Last edited by LokiSage; Jun 22, 2024 @ 6:34pm
RΛIDΞN Jun 23, 2024 @ 12:13pm 
I have never played any Dark Souls franchise, Elden Ring and haven't finished Sekiro yet. How bad is it in comparison cause I've been able to continue somehow yet losing my fat ass mind to it.
Sabaithal Jun 23, 2024 @ 11:31pm 
Generally don't try and dodge if you're defending. Deflecting is better.

Unless its an unparriable attack. Then I find that holding down dodge usually gets you clear of the attack more reliably. There aren't many i-frames in the dodge in this game, so I don't use them at all.
animal_PLANET Jun 24, 2024 @ 4:01am 
Yes, timing is a bit strange at first. Especially as you say. Once you do a move you seem to be locked in that move/animation. Than have to wait for it to finish until you can move again.

If for example. You are using the dual wield lightsaber. 1 button press does 2 attack moves. You can not do anything until this is finished.

I started the game playing on Jedi Master. I was like, hmm. Whats going on? lol. So I was dying a lot just to get the timing down to get used to the way the game plays. As well as did some short training sessions for repetition to get timing down. Def getting more used to it now.

If you still struggling just lower the difficulty. Where it helps the timing and allows you to take more damage.
Marcus Jun 24, 2024 @ 4:59am 
this is why I didnt enjoy fighting gameplay in this game at all....

it lacks "action cancels"....

so anything you do, must be "finished", before you make anything else...

you cant cancel action during its exectution or do more than "one action per action"

"literally" combat is turned into "turn-based" combat, which I personally dislike a lot...

so during fights all you do is let enemy attack you and you either block/dodge(depending on attack), then get small window(depending on enemy attack patters and action follow ups), when you can attack them(which can be increased in case of some enemies, when you make them "stutter"), you repeat this process, until enemies die(which takes various time depending on enemies and difficulity..)(ofc dodge and block windows are smaller the higher difficulity...)

btw you can decrease time during fights/"puzzles?" with game setting which can help you perfect timings etc. if needed...(not the slow skill that recharge when hitting enemies)

and "most" enemies can be one/two-shotted if you use pull hold and attack...
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